|
|
 |
|
Accepting New Teams for Season 7 |
|
|
| |
 |
TEAM FORTRESS 2 7vs7 RULES
Summer Season 3
A. League Information [top]
A.1. UGC's Team Fortress 2 Leagues were created to offer an organized competitive environment for team fortress players of all experience levels.
A.2. UGC is committed to serving the community's wishes. Rules and League policys are set in consultation with the players, teams, and community which we serve. All suggestions, opinions, questions & comments can be directed to league administrators. The league administrators can be found here: Staff. Clan leaders can and should make suggestions in the Clan Leaders forum. We will continually strive to make the league a better place for its participants and the community.
1. Match and Gameplay Setup [top]
1.1. Class Limits
Clans are limited to One Medic, One Demoman and Two per class for the rest while in active play. Players switching classes during the game is allowed, therefore class limits only effect players that leave the spawn.
1.1. Player Size
Teams play with a maximum of 7 players each. A team may play shorthanded by choice, but a minimum of 6 players is required to play a match. By agreement only, clans can adjust team size for a match, provided that agreement is made in advance and in a logged format such as in Match Comms, IRC or other logged chat.
1.3. Map Types and Gameplay Settings
UGC will play league worthy Map types, including AD (Attack Defend), PL (payload), and standard CP (Commandpoint Maps). Each map type has specific Gameplay settings for timelimit, win limit, round limit and stopwatch mode. Gameplay settings are controlled by server config files for each map type.
1.3.1. AD - Attack/Defend Maps
ie: cp_gravelpit, cp_dustbowl, pl_badwater, pl_goldrush, cp_junction
Use the server config "ugc-AD.cfg"
Stopwatch rules are used in 2 or 3 separate MatchRounds, each team attacks once in each MatchRound.
MatchRound1: Team A attacks and Team B defends, Team B attacks and Team A defends MatchRound2: Team B attacks and Team A defends, Team A attacks and Team B defends. MatchRound3 (if needed as a Tiebreaker): Team A attacks and Team B defends, Team B attacks and Team A defends When adding scores, each Half won by a team counts as 1 point. The First Clan to win two match halfs, or Matchrounds wins the match. Possible Match scores are (2-0 or 2-1).
1.3.2. CP - Commandpoint Maps
ie: cp_granary, cp_well, cp_labor, cp_desertfortress, cp_fastlane
Use the server config "ugc-CP.cfg"
Clans play 2 equal Match Rounds, each round lasts 25 minutes or until one team has capped 3 times (a win limit of 3 map round wins per Matchround).The highest combined scores from the two Match Rounds wins match. The highest score a team can reach in each Matchround is 3, therefore the maximum total per Match is 6 points for the Winnning Team.
Overtime (OT): A Tied combined score occurs after the first two Matchrounds requires a Tiebreaker OT round. This 3rd Match round OT is played as sudden death, the first All-Cap score wins the match.
2. Scheduling Information [top]
2.1. League Schedule
2.1.1. All UGC Team Fortress 2 matches are to be played on Thursday nights at 9:30 pm EST by default. Clans may agree on a different date or time.
2.1.2. Moving a Match
If two clans that are scheduled against each other wish to move the match to a different time/day, it is acceptable as long as both clans agree (see agreement policy). If one clan wishes to and one doesn't, or they cannot agree on another date/time, then the match will be played on the scheduled default day and time. Rescheduled matches must be played at the latest by Thursday of the same week.
2.1.2. All matches can be played anytime before required match date/time, as long as both clans agree on the day and time. We recommend this agreement be made in our Match Comms, with our IRC channel #ugc-tf2 as a good alternative. This is the best method to keep a record of the agreement.
2.2. Title Preseason, Season, and Playoffs
2.2.1. Teams in the UGC Team Fortress 2 League will compete in a 3 week Preseason, an 8 week Regular Season, and 3 week elimination Playoff.
2.2.2. All teams/clans must have 7 people on their UGC official roster to be considered ready for Matchplay. Each team's Roster will lock at week 12, the start of the playoffs. No additional players can be added to your team after that lock.
2.2.3. Preseason scores will not count toward Season records. Regular Season rankings will determine seeding for the playoffs. Teams that forfiet or no-show twice in preseason, or once in regular season will be dropped from the current season. Teams with special circumstances may discuss this rule with admins.
2.3.6. Permanent match records will remain after the conclusion of each season. At season reset time, all division and league winners will be permanently noted in our website's Title section.
3. Server Issues [top]
3.1. Only dedicated servers in the continental United States running on a T1 or better connection can be used for matches. Home based servers are not allowed, some exception may be made for FIOS connections on a case by case basis with prior approval neccesary from Admins.
3.2. Servers must have at MINIMUM of 15 available slots. This is so the server may accomodate both teams and Source TV.
3.3. Any server on which a round is played must be running the server config for the map type scheduled. These can be found on the files page.
3.4. VAC (Valve Anti Cheat - Secure Mode) is required to be enabled for all matches.
3.5. Manimod, Sourcemod, AMX Mod and AMXX Mod and the like are allowed to be run as long as they does not interfere with the match. A csay command here and there will be tolerated, as long as it was in the admin mod config and is not insulting to anybody. Admin mods may only be used for setting the config, checking the amount of time left, and changing maps. Please disable all plugins that could affect any aspect of the match. This includes any anti-spamming plugin. If any player from the opposing team (the visiting team) is kicked for any reason due to admin mod, the home team will forfeit all points earned during the round, unless the visiting team agrees otherwise. Let this be an incentive to either not run admin mod or to disable the plugins.
3.6. Spectators in the server are not allowed unless agreed by both teams. Please password the server and admonish those not in the game to refrain from joining in. Spectators in Source TV are encouraged.
3.7. Server Connection Issues and Crashes
3.7.a. Should a server start to have connection issues (it starts giving both teams extreme packet loss, lag, and makes the match generally unplayable), or if the server crashes outright, and the teams captains verbally agree that the server has become unplayable, then the round will be stopped and restarted elsewhere. If 10 minutes have passed since the FIRST connection issues occurred, then whatever score that has been accumulated counts as the round, if it has been LESS then 10 minutes since the connection issues started, then the round will be replayed and the score reset. Clans should at all times select a fair resolution when problems occur. Notify your league admin if any issues occur and can not be resolved. UGC has a server and all clans may use it after notifying a TF2 league admin.
3.7.b. If it is found that a team intentionally crashed a server, they will automatically lose the match and further action will be taken, including temporary or permanent suspension. This kind of bad sportsmanship will not be tolerated.
3.8. Team Ping Differences
If the team providing the server has an average TEAM ping advantage of greater than 100, the round must be moved to the other team's server or a neutral server, such as the UGC server, if the nonhosting team requests. If the hosting team refuses to move the round, and the other team provides screenshots/dems evidencing the ping advantage, the round may be awarded to the nonhosting team regardless of who won the round played. Note this does not apply to INDIVIDUAL players that are at a ping disadvantage.
3.9. Using Source TV
3.9.1. UGC requires the use of Source TV and all matches must be recorded.
The UGC server configs will autorecord a SourceTV demo, be sure to stop recording by resetting your default config at the end of each match.
3.9.1.a. Source TV Crashes
Source TV must be recording throughout the entire round. If Source TV drops during prematch and is restarted before prematch ends, then the round need not be restarted. However, if Source TV is not in the server anytime between prematch ending and the round ending, and it is pointed out in mm1 that Source TV has dropped, the round must be restarted with Source TV running and the round will continue with the CURRENT time left and scores (give or take a minute).
3.9.1.b. Source TV Spectators
Source TV SPECTATORS ARE ALLOWED if agreed on by both clans. If one clans wants spectators and the other does not, then spectators will not be permitted. If a Source TV is passworded, and players from one team are in it, an equal number of players from the opposing team must be allowed to watch from the Source TV proxy. Remote reporting will not be permitted. NOTE: YOUR CHAT IS RECORDED ON Source TV- Please keep your chat on Source TV respectful of your oponent. If Source TV proxy is unable to handle spectators on a clan server, all that is required is a recorded demo. You may change the amount of slots allowed in the Source TV in the UGC cfg's.
3.9.2. All teams are required, if requested by the opponent or an admin, to submit Source TV demos to each other within 24 hours after the last round of the match is played.
3.9.3. If an administrator has requested Source TV demos and it is not supplied, the team responsible for recording the demo that round may face disciplinary action including, but not limited to, loss of points for that round and/or a 1 week team suspension unless proof that the other team agreed to run the proxy or that no proxy would be run, e.g. an IRC log, can be provided.
4. Team Rosters [top]
4.1. All players on a team must be listed on their teams roster on the UGC web site by 11:59:59pm EST the night before the match is played, regardless of the day agreed on by teams. Roster additions after this time must be approved by your scheduled opponent and an TF2 ladder admin or higher. Clans can agree to allow their opponent the use of a new un-rostered player at their descretion, but that player MUST be a clan member, not a ringer.
4.2. Teams must confirm rosters prior to starting the Match. Team Leaders should check all players on the server for roster eligibility prior to play. If unrostered players are found, team leaders should discuss the eligibilty issues prior to match start so that they conform to the preceding roster rule. All decisions made prior to play are final. Teams who use an un-rostered player who is not premitted as part of this Team Leader process risk a match reversal.
4.2. Changing Teams
The preferred method to change rosters is through team leaders first. If your former leader will not remove you, contact your division admin; however admins will still notify your former leader that you have been removed.
5. Match Play [top]
5.5. Reporting Matches
5.5.1. WINNING Team Reports Scores
After match play is over, THE WINNING TEAM is to report the scores. This is done via the UGC website. Be careful when reporting scores, and do not report false forfiets or other results. All match reports are held for admin approval, so there will be a small delay for your after match rankings to be updated. When reporting scores, the team captain will be able to enter a match summary for others to read. This a durable record of your match, and can be fun. Please remember that these comments will be available for all to view, therfore please post sportsmanlike match summarys - THIS IS NOT THE PLACE TO FILE A MATCH COMPLAINT. Address all complaints via e-mail or private messaging (forum, IRC, etc) to your division admin, which can be found by viewing the Staff page.
5.5.2. Winning clans have until 11:59:59pm EST of the following day to report scores after their match. Failure to do so may result in a nullified match for both clans. If you have made an error in reporting the scores, please send an e-mail to the appropriate ladder administrator. If there is a dispute over the reporting, logs and demos will be required.
5.6. Forfeits
5.6.1. UGC defines a forfeit as the following:
Any clan that fails to field at least the minimum required members (as noted above) after 15 minutes have elapsed from the scheduled or agreed starting time. This applies to each individual round (Does not include break time agreed on by both clans). Once a clan forfeits any round, that team forfeits the match as a whole.
5.6.2. Penalties for Forfeits
We will not tolerate repeated forfeiting. If a clan forfeits two consecutive matches in preseason and one on the regular season ,may be removed from the league IMMEDIATELY and without contact.
5.6.3. Forfeit = Loss. Rankings include forfeit wins and losses. There are no forfiet makeup matches, neither for the winner nor loser.
6. Rankings [top]
6.1. All UGC Teams are ranked first by your +/- record, then by your winning percentage, then by your winning streak.
6.2. When a seasons current record reset occurs, the team's rank info will be reset to 0-0, however the team's overall and previous records, including any titles earned, will be preserved.
7. League Maps [top]
7.1. All maps to be played in matches are chosen by the UGC admins and Clan Captains, and are displayed on the schedule page each week. Clans may however substitute any maps if both clans agree unless it is a title match. Please notify an Admin when you agree to play a different map.
8. Sportsmanship [top]
8.1. Good sportsmanship is an important part of this league and all teams are to be treated with respect. Any foul language is offensive. If you are not sure if it's offensive, don't use it. This goes for before, during and after any match. We expect mutual respect.
8.2. Recording Personal Demos
8.2.1. All players in a UGC match are required by UGC to record personal demos. This can be done by pulling down console ["~" Key by default] and typing "record demoname" without the quotes [ "" ].
8.2.2. All demos must be saved for 2 weeks and must be given to an Admin on request. If a player can not provide the personal demos when an Admin requests it, they will cause their team to forfeit the recent rounds played with that player.
8.3. Teamswitching during a match is disruptive to the match and to the opposing team. Players teamswitching during prematch of the live round or during live match play may be suspended, and points earned that round possibly removed, if that team switching effected the match.
8.4. Proof of bad sportsmanship should be brought to an administrator's attention privately. We will look over the accusation and make a decision. Server logs, Source TV demos or HL demos from every player with brief description of dispute in .TXT format are required to be sent via e-mail to the head admin.
8.5. Actions
1st offense = 1 week suspension
2nd offense = 2 week suspension
3rd offense = Removal from the league
8.6. Administrators have the last word in all disputes. Arguing with their decision will result in a 2 week suspension.
8.7. PLEASE NOTE: The disciplinary actions outlined above are GUIDELINES. They are NOT written in stone. Actual punishments will be determined on a case by case basis, and are most often chosen after considering the severity of the infraction, the infraction itself, and any previous infractions made by the player(s) in question.
9. Cheating [top]
9.1. There are so many methods of cheating it is impossible for us to list them all. However we will list some of the most common below.
9.2. Ringers and Multi-team players are not permitted to play in UGC's Team Fortress 2 ladder.
9.2.1. Multiclanners
The definition of a Multi-Team player: Any player who plays on 2 different teams within the same ladder. For example, if player #1 is on team A and B in the same ladder, this constitutes an infraction. However, if the 2 teams are on separate ladders within UGC then that is not a violation. Also, If you agree to allow a player, you have done so for the entire match.
9.2.2. Ringers and Unrostered Clan Members
The definition of a ringer is as follows: Any player who is not on the Official UGC roster AND that player is not a part of the clan he is playing for. Ringers are not allowed.
However, Clans may agree to allow unrostered players provided they are not ringers but are in fact new clan members. A clan must have their opponents permission to use an unrostered clan member prior to match start. Clans should check rosters prior to match start, and work out roster issues before the match is played - be honest with your opponent about your players roster status.
9.3. The use of ANY external program, wrapper, or hook, be it a modified .dll, an .exe injecting hook, or ANY file or program that hooks on to the source engine and gives a player additional HUD information, attributes, abilities, or significantly alters gameplay is ILLEGAL and BANNABLE. This includes specifically (but not limited to) the use of a wallhack, aimbot, autodet, anticonc, speedhack, third person view, esp of any type, radar of any type, and trueaim ("sniper dot" for non-sniper classes.)
9.4. Using the server or console commands to give any part of your team an unfair advantage is cheating. This does not include mm2 scripts regarding flag status, class status, health status, incoming calls, or the like. If you are in doubt about a particular script, post it on our Forum for advance approval by an Admin.
9.5. All of the above will be considered cause for removal from the league, if proven guilty.
9.7. Anyone who is proven to have used a cheat in a match (FF, TFC and TF2) will be banned from match play at UGC in all Divisions, mods and ladders.
9.8. The ban policy for the TF2 ladder will be a timed ban "three strikes you're out" policy.
First offense: 6 month ban
Second offense: 1 year ban
Third offense: permanent UGC ban
An offense is defined as active cheating in a match in ANY TF2, FF, or tfc league, or playing aliased while banned.
Aliasing is defined as altering your name, steamid and/or IP as a method to avoid the ban punishment and continue league play. Bans are issued to PERSONS not just to steamids.
9.9. Login-sharing
"Login-Sharing" is defined as giving out the username/e-mail and password associated with your STEAM Account to a third-party to whom the STEAM account does not belong. You are not allowed to permit another person to play UGC matches using your Steam account (Family sharing is allowed, notify an admin in advance to avoid problems).
ALL parties caught sharing accounts in matches are subject to a ban.
10. Disputes [top]
10.1. Submitting A Dispute
10.1.1. If you have a dispute to submit, you are to email UGC at fornaught@ugcleague.com with details about your dispute. Be sure to include the following information: what clan you are from, who you faced in the match you are disputing, in what ladder the match was, what rules were broken, and what evidence you have of this. This must be done within 48 hours after match is played.
10.1.2. By not submitting a dispute within the 48 hour period immediately after your match, you are acknowledging the fact that you did not find any fault with the other team's style of play in any way, shape, or form, even if they found fault with yours. In other words, should you find out a couple of days later that you are being disputed against, we will NOT accept any counter-disputes from your clan. The only exception to this would be if any player is suspected of using a hack (i.e. aimbot, wallhack, anticonc, etc) during the match.
10.1.3. We encourage all clans who feel that their opponents did not play a clean game to dispute the match, regardless of what the outcome was. This will help us to locate and possibly remove all players and/or clans who have no regard for the rules.
10.1.4. Before disputing a match and handing the logs/demos over to an administrator, make sure there is sufficient evidence found within.
10.1.5. All disputes must include timestamps of the listed violations. You don't need to detail every single violation but timestamps are now required for disputes to be accepted. Please take the time to review the demos prior to submitting a dispute. Please give us as much detail as possible so we can better process the dispute.
10.2. Resolving A Dispute
10.2.1. Administrators will try to handle all disputes as quickly as possible, however some disputes may require more time depending on the complexity.
10.2.2. Please help us in resolving the dispute by giving us all proof available, including demos, screenshots, and server logs [in raw form, not parsed]. Please do not email demos unless instructed; please upload and include links to evidence in your dispute.
10.2.3. While a dispute is pending, try to avoid public discussion of the match. Forum disputes about matches do not help is reaching a fair resolution.
10.3. Admins Involved In A Dispute
10.3.1. Any administrator who happens to play for a team that is involved in a dispute, is not allowed to participate in that dispute due to conflict of interests.
10.5. Dispute appeals
10.5.1. Teams involved in a dispute may submit an appeal ONCE and ONLY ONCE and must submit an appeal within 48 hours of receipt of dispute results. The appeal must be submitted to the dispute email address with the details of the appeal, and may include new evidence. If the dispute team accepts the request, the dispute will be reopened but only matters specifically written in the appeal will be re-addressed. The second ruling is the ruling that will be final and no further appeals will be accepted.
11. Joining UGC [top]
11.1. All Teams joining the Ladder will be reviewed for team records, any past cheating allegations, and contact info given.
11.2. All teams should have an active IRC channel [preferably on irc.gamesurge.net] in order to join UGC.
11.3. Required contacts must be filled out with the use of the Joining forms and info within your access to the UGC web site. The teams will be e-mail soon after being accepted into league.
11.4. All Teams must supply an active roster with STEAM ID's to the UGC website on the teams contact page BEFORE first scheduled match can be played.
12. Rule Updates [top]
12.1. The rules set forth on this page may be altered, or updated at anytime. It is the sole responsibility of every clan/individual to keep up to date with these rules.
12.2. In addition, admins may enforce map specific or general rules at any time during the season. These rules will be posted by the administrators on the main news page of the ladder. As long as these rules are either on the news page or the rules page, they WILL be enforced. It is YOUR responsibility to review the news page. If the post is deleted and the rule is not transferred to the official rules page, it will no longer be enforced.
12.3. We at UGC reserve the right to intepret all of the rules set forth on this page as we see fit in each situation, independent of each other. They should be clear enough, but in the event that there is some confusion about what a rule means or how it applies in a given situation, please ask an admin to clarify it BEFORE you break it. We will no longer accept any excuses that a rule was too unclear.
13. Agreement Policy [top]
13.1. Agreement Policy: If two clans are playing each other during the season wish to change a rule for their match or to allow a unrostered player to play and both teams agree to the change, captains from BOTH teams must get in contact with their division admin PRIOR to the match and let them know what changes are being made for the match and that they agree to it. Banned players are excluded from this policy. Members have to be listed as team captains on their clans UGC website rosters to make the changes valid, someone who is not listed as clan captain will NOT be given permission to give their teams ok to changes. Once both captains have contacted one of their division admins and the change has been approved, it will be permitted in match play. Most changes to matches will be accepted as long as they keep the playing field even. If both captains do not get to the division admin PRIOR to the match with their changing agreements and the match is played with changes, the match may be declared void.
|
 |
 |
|
 |
|
UGC-TF2 8vs8
 |
 |
| 8vs8 League |
Season 6 05/26/2010 - 08/31/2010 |
|
|
| Match Day & Time |
|
|
| Player Number |
|
|
| Class Limits |
|
|
| Weapons |
|
|
| Server CFG Files |
|
|
| CP Maps |
|
|
| AD-type CP Maps |
|
|
| CTF Maps |
|
|
| DOM Maps |
|
|
| Teams & Rosters |
 |
|
| Servers & Matchrounds |
 |
|
 |
 |
|
Champions |
Season 5 8vs8 Platinum Winners TP - Team Player
|
Season 5 8vs8 Steel Winners [AR] - Active Resistance
|
Season 4 8vs8 Platinum Winners |Ex| - Exodus Society
|
Season 3 7vs7 Platinum Winners CSv - Club Sandvich
|
Season 2 7vs7 Title Holders
|
|
|
|
 |
| |
|
|
 |
|
 |
 |
|